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App Monetization

Tapjoy vs Revu vs Adjoe vs ironSource Offerwall

Rashmita Behera
Rashmita Behera
Aug 7, 2026
Tapjoy vs Revu vs Adjoe vs ironSource Offerwall

Offerwall is the highest-paying unit most publishers will ever run. On Android, offerwall eCPMs land between $240 and $1,670 depending on genre, because advertisers pay per completed action rather than per impression. That range is wide enough that the partner you pick moves real money.

Four names come up in almost every evaluation: Tapjoy, RevU, adjoe, and ironSource Offerwall. Before comparing them, one thing needs clearing up. Tapjoy and ironSource Offerwall are the same company. ironSource acquired Tapjoy in January 2022, Unity completed its merger with ironSource that November, and Unity now publishes a step-by-step guide for moving ironSource Offerwall publishers onto Tapjoy.

So this is a three-way decision with a fourth item that is really a migration task.

The three demand sources at a glance

Tapjoy (Unity)adjoe PlaytimeRevU
Reward modelOne-time completion (install, level, purchase, survey)Time-based, rewards accrue while the user playsOne-time completion, heavy on brand and subscription offers
IntegrationTapjoy SDK, or via LevelPlay adapteradjoe SDKNo SDK. Iframe, hosted page, or whitelabel API
Demand characterMobile game UA budgets at scaleGame UA measured on retention and post-install valueDirect-to-consumer brands and services alongside app installs
Platform reachiOS, AndroidiOS, AndroidiOS, Android, desktop web
DashboardUnity Grow, alongside LevelPlay reportingadjoe dashboardRevU dashboard
Fits bestGames with a currency economy and an existing Unity stackCasual and hybrid-casual games where session length is the leverPublishers who cannot ship an SDK update, and web properties

Tapjoy: the default for game studios already on Unity

tapjoy.unity

Tapjoy runs the classic offerwall model. A player opens a wall of tasks, completes one, and gets currency. Advertisers only pay on completion, which is what pushes eCPMs so far above video and interstitial.

Two features matter more than the headline rates. Tapjoy lets you set reward multipliers by spending tier, so a payer and a non-payer do not get the same exchange rate for the same task. That is the single most useful lever for protecting IAP revenue from your own offerwall. And Daily Rewards pays users for repeated smaller actions instead of one large completion, which suits audiences that respond to frequent, fast rewards rather than a multi-day funnel.

The costs are real. It is an SDK, so every change involves a build. Google’s 16 KB page size requirement for Android 15+ apps took effect November 1, 2025, and only Tapjoy SDK 14.1.0 and above supports it, which meant a forced update for publishers on older versions. Attribution also depends on the advertised app being opened and run before the install registers, and Unity notes that tracking can take over an hour in the worst case. Every hour of that gap is a support ticket waiting to happen.

Tapjoy is the strongest pick if you already run LevelPlay or another mediation layer and want offerwall reporting sitting next to the rest of your ad unit data.

adjoe Playtime: rewards tied to time, not tasks

adjoe

adjoe changes the unit of reward. Instead of paying a player once for hitting level 10, Playtime pays them for time spent in the advertised app, with rewards accruing as they keep playing. The pitch to advertisers is that this produces cohorts that survive past the reward window, which is the failure mode of completion-based offerwalls: strong test numbers, then a collapse the moment incentives stop.

That model has traction. adjoe reports partnerships with more than 1,000 game studios and was ranked as the leading global provider of rewarded advertising in the AppsFlyer Performance Index 2025 edition. Its APAC push is worth noting if that is where your DAU sits: a Taiwan partnership with LINE distributed over 4.3 million loyalty points in three months.

One operational detail publishers like: adjoe tracks and processes reward payouts itself rather than routing them through an MMP, which removes a common source of crediting delay.

The tradeoff is that time-based rewards need a game economy that can absorb a slow, continuous currency drip. If your currency sinks are built around occasional large purchases, a steady trickle is harder to price than a single 500-gem payout.

RevU: the offerwall you can ship without a build

revu

RevU’s differentiator is structural. There is no SDK. Publishers integrate through an iframe, a hosted page, or a whitelabel API for full control over the presentation. That means no app update, no store review, no dev sprint, and no SDK bloat added to your binary.

It also means the offerwall runs where SDKs cannot. RevU serves apps, games, and websites, including desktop, which puts it in a different category from the other two for any publisher with a web property or a game webstore.

The demand mix leans differently as well. RevU carries direct-to-consumer brand campaigns, subscription services, and ecommerce offers alongside app installs. That matters most on iOS, where install-driven offerwalls have historically been constrained. RevU reports iOS eCPMs from $325 up to $2,000 or more in English-speaking markets and $500-plus eCPMs generally, though as with any vendor-reported figure, treat those as a ceiling rather than a forecast.

RevU also handles player support tickets for reward disputes on the publisher’s behalf, which they argue is an underweighted evaluation criterion. If you have ever had a community manager buried in “I completed the offer and got nothing” messages, you know the cost is not theoretical.

ironSource Offerwall: plan the exit

ironsource

If you are still running ironSource Offerwall, this is now a migration question. Unity’s guide walks through replacing the ironSource Offerwall calls with Tapjoy equivalents, and the important operational detail is the tail: ironSource keeps firing completion callbacks for 90 days after you stop showing new offers, so you must keep listening and keep rewarding during that window or players lose currency they earned.

You also keep the LevelPlay SDK integrated. The migration is a swap of the offerwall layer rather than a rip-out of your mediation.

This is part of a broader tidy-up at Unity. The standalone ironSource Ads network shut down on April 30, 2026, with demand folded into LevelPlay and Unity Ads. Publishers running only a couple of networks felt that consolidation more than most.

Which one fits your publisher type

Casual and hyper-casual games. adjoe fits the pattern well, because session length is already your primary engagement metric and time-based rewards align with it. Pair it with your existing rewarded video placements rather than replacing them.

Mid-core games with a real IAP economy. Tapjoy, mainly for the spend-tier reward multipliers. When offerwall currency competes directly with a $19.99 gem pack, the ability to price the exchange rate differently for payers and non-payers is what keeps the offerwall additive.

Non-gaming apps with a points or loyalty system. RevU’s brand and subscription offers convert better with audiences who are not mobile gamers, and the SDK-free integration matters more when monetization is a side feature rather than the core loop. Worth reading alongside our breakdown of offerwall networks generally.

Web publishers. RevU is the only one of the three that reaches desktop web. Google’s own Offerwall in Ad Manager is the other option here, with reported average revenue uplift around 9%, and 5% to 15% for Ad Manager customers. Different mechanism, same value exchange logic.

Studios that cannot ship a build this quarter. RevU, without much argument. Everyone else needs an SDK update.

Running two offerwalls is usually the right answer

Offerwall demand pools overlap far less than mediation demand pools do. Each provider carries its own direct advertiser relationships, so adding a second offerwall opens a genuinely different set of offers rather than re-auctioning the same ones. An SDK-based wall plus a web-based wall is the cleanest version of this, since they can live in different surfaces without competing for the same placement.

This is the same test-first logic we apply to the rest of the stack. Run both, measure on your own numbers, then decide.

The constraint is your game economy, not your ad stack. Two offerwalls means roughly double the currency entering circulation, and if your sinks cannot absorb it, you devalue IAP faster than you gain ad revenue. Model the currency injection before you model the eCPM. Our full explainer on how offerwall mechanics interact with in-game economies covers the balancing side in more detail.

What actually breaks after integration

The comparison above is a procurement decision. The ongoing work is different, and it is where most offerwall revenue quietly leaks.

Offerwall yield swings by geo, by day of week, and by which advertiser campaigns happen to be live. A wall that clears at $600 eCPM on Monday can clear at $180 on Thursday because three campaigns paused. Nobody gets an alert for that. Your team notices at the next reporting review, which in most studios is somewhere between four hours and the next morning.

Meanwhile the rest of your stack keeps moving. Floors set for rewarded video do not account for the fact that offerwall is absorbing part of the same audience’s attention, and static floors decay against live demand conditions whether or not anyone is watching. Blended eCPM gets harder to read once one unit is clearing at 50x the rate of everything else.

That monitoring and reaction load is what UndrAds automates. We sit on top of your existing setup through a light API integration with no SDK and no app changes, watch offerwall, rewarded, and standard in-app placements in real time, and act on drops instead of reporting them after the fact. Every action is visible on your side as it happens.

FAQ

Can I run Tapjoy and adjoe at the same time?

Yes, and many studios do. They are separate SDKs with separate demand, so there is no auction conflict. Watch total currency issuance rather than per-partner eCPM, because the risk of running both is economy inflation rather than cannibalized fill.

Does an offerwall hurt in-app purchase revenue?

It can, if the exchange rate is set carelessly. The mitigation is tiered rewards: Tapjoy supports multipliers that vary by user spending tier, so heavy payers get a less generous rate than non-payers. Most cannibalization cases trace back to a flat exchange rate applied to everyone.

Why are offerwall eCPMs so much higher than rewarded video?

Because the advertiser is buying a completed action with commercial value, an install that reaches level 10, a subscription, a lead, rather than a view. The $240 to $1,670 range on Android is that conversion value expressed per thousand impressions, and offerwall impression volume is low by design.

What happens to in-progress offers when I migrate off ironSource Offerwall?

ironSource continues firing completion callbacks for 90 days after you stop serving new offers. You need to keep the listener active and keep granting currency through that window, or players who started an offer before the switch will not get paid.

Is an SDK-free offerwall worse than an SDK one?

Not on revenue mechanics. The tradeoffs sit elsewhere: SDK integrations get deeper device signals and native UI control, while web-based walls ship faster, add no binary weight, and reach surfaces an SDK cannot, including desktop and game webstores. RevU’s iframe, hosted, and whitelabel API options cover most of the presentation gap.

Which offerwall works best on iOS?

iOS install attribution is harder across the board, which is why offers that do not depend on install tracking perform better there. RevU’s direct-to-consumer brand and subscription campaigns are built for that constraint, and the company reports iOS eCPMs from $325 upward in English-speaking markets. Test against your own iOS cohort before committing budget assumptions.

Get an offerwall yield audit

Picking a partner takes an afternoon. Keeping the wall performing takes daily attention nobody has.

UndrAds monitors your offerwall alongside every other unit in your stack, detects yield drops as they start, and acts within the hour through automated tag control. No SDK, no app changes, and a ten-day test on a single title so you can measure it against your own baseline.

Talk to our team about an offerwall yield audit, whether you run a game studio, an app, or a web property.

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